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Vide-coded 64k demo system
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20 hours
test(audio): Add error handling tests for WavDumpBackend
skal
20 hours
fix(audio): Remove clipping from WavDumpBackend, add diagnostics
skal
20 hours
refactor(audio): Remove tempo logic from WavDumpBackend
skal
20 hours
test(gpu): Add comprehensive TextureManager tests
skal
21 hours
test(gpu): Add automatic validation for effect test coverage
skal
21 hours
test(gpu): Add post-process helper utilities testing (Phase 2.2)
skal
21 hours
test(gpu): Add comprehensive effect class testing (Phase 2.1)
skal
21 hours
test: Add GPU effects test infrastructure (Phase 1 Foundation)
skal
21 hours
refactor: Move platform files to src/platform/ subdirectory
skal
21 hours
test: Add platform test coverage (test_platform.cc)
skal
22 hours
feat(test_demo): Add validation for command-line options
skal
22 hours
feat(test_demo): Add beat_number column to fine-grained peak log
skal
22 hours
feat(test_demo): Add fine-grained peak logging at frame resolution
skal
22 hours
feat(test_demo): Add audio/visual sync debug tool with tempo testing
skal
33 hours
clean up main.cc
skal
36 hours
fix(audio): Normalize procedurally generated notes to consistent RMS level
skal
36 hours
fix(test_mesh): Add missing include and wrap debug calls in STRIP_ALL guards
skal
36 hours
feat(audio): Add RMS normalization to spectool for consistent sample loudness
skal
36 hours
fix(audio): Clean up stale spectrograms and fix asset references
skal
37 hours
fix(audio): Fix spectrogram amplification issue and add diagnostic tool
skal
37 hours
feat(particles): Implement transparent circular particles with alpha blending...
skal
38 hours
fix(audio): Remove Hamming window from synthesis (before IDCT)
skal
38 hours
fix(audio): Scale procedural note generation for orthonormal DCT
skal
38 hours
fix(audio): Regenerate spectrograms with orthonormal DCT
skal
38 hours
feat(audio): Integrate FFT-based DCT/IDCT into audio engine and tools
skal
38 hours
fix(audio): Complete FFT Phase 2 - DCT/IDCT via reordering method
skal
41 hours
fix(shaders): Resolve WGSL validation errors and add shader compilation tests
skal
41 hours
feat(audio): FFT implementation Phase 1 - Infrastructure and foundation
skal
43 hours
feat(audio): Add Spectral Brush runtime (Phase 1 of Task #5)
skal
44 hours
fix(build): Add file-level dependencies for assets (shaders, meshes, audio)
skal
44 hours
refactor(build): Split asset_manager.h into dcl/core/utils headers
skal
45 hours
fix(test_mesh): Use BOX floor instead of PLANE to fix shadow rendering
skal
45 hours
Revert "fix(shaders): Correct plane distance scaling for non-uniform transforms"
skal
45 hours
fix(shaders): Correct plane distance scaling for non-uniform transforms
skal
45 hours
Revert "fix(test_mesh): Use uniform floor scale to fix shadow artifacts"
skal
45 hours
fix(test_mesh): Use uniform floor scale to fix shadow artifacts
skal
45 hours
fix(math): Normalize axis in quat::from_axis to prevent scaling artifacts
skal
46 hours
fix: Correct mesh normal transformation and floor shadow rendering
skal
46 hours
docs: Update project documentation and regenerate assets
skal
47 hours
fix(test_mesh): Resolve all WGPU API and build issues on macOS
skal
47 hours
feat(tests): Add test_mesh tool for OBJ loading and normal visualization
skal
48 hours
feat(assets): Add dodecahedron mesh asset
skal
48 hours
refactor(3d): Split Renderer3D into sub-functionalities
skal
48 hours
feat(3d): Implement basic OBJ mesh asset pipeline
skal
2 days
chore: Update documentation, generated assets, and cleanup
skal
2 days
refactor(gpu): Implement compile-time BVH toggle via shader composition
skal
2 days
feat(perf): Add toggle for GPU BVH and fix fallback
skal
2 days
chore: Update generated asset files
skal
2 days
fix(gpu): Resolve typeid warning by using .get() on shared_ptr
skal
2 days
feat(audio): Complete Task #56 - Audio Lifecycle Refactor (All Phases)
skal
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